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155 lines
4.2 KiB
C++
155 lines
4.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_VEGETABLE_SHAPE_H
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#define NL_VEGETABLE_SHAPE_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/3d/index_buffer.h"
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* A vegetable shape. Ie not deformed by instanciation.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CVegetableShapeBuild
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{
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public:
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/** Bend center controls how each vertex is bended.
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* BendCenterNull: For each Center of bend is made on (0,0,0).
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* BendCenterZ: Center of bend is made on (vertx, verty, 0), perfect for "comb-like" vegetation.
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*/
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enum TBendCenterMode {BendCenterNull=0, BendCenterZ, BendCenterModeCount};
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/** The standard input vertexBuffer
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* If it has vertexColor, then BendWeight is read from color.R, and scale to take MaxBendWeight at max.
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* else, BendWeight is read from pos.z (clamped to (0, maxZ), and scaled to take MaxBendWeight at max.
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* If it has normal, and Lighted==true, then it is lighted.
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* Must have TexCoord0.
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*/
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CVertexBuffer VB;
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/// only triangles of PB are used.
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CIndexBuffer PB;
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/// If this shape must be lighted
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bool Lighted;
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/// if Lighted && PreComputeLighting, lighting is precomputed per instance.
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bool PreComputeLighting;
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/// If this shape must be 2Sided
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bool DoubleSided;
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/** If this shape must be AlphaBlended (and hence ZSorted).
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* NB: valid ONLY if (!Lighted || PreComputeLighting) && DoubleSided.
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*/
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bool AlphaBlend;
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/** true If this shape must take one sided lighting. ie max(normal, -normal) is computed
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* during ligthing compute
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* NB: valid ONLY if (PreComputeLighting)
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*/
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bool BestSidedPreComputeLighting;
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/// The maximum BendWeight to apply.
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float MaxBendWeight;
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/// The BendCenter mode
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TBendCenterMode BendCenterMode;
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public:
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CVegetableShapeBuild()
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{
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Lighted= false;
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DoubleSided= false;
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PreComputeLighting= false;
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AlphaBlend= false;
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BestSidedPreComputeLighting= false;
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MaxBendWeight= 0;
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BendCenterMode= BendCenterNull;
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NL_SET_IB_NAME(PB, "CVegetableShapeBuild");
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}
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};
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// ***************************************************************************
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/**
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* A vegetable shape. Ie not deformed by instanciation.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class CVegetableShape
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{
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public:
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/// Constructor
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CVegetableShape();
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/** build a vegetable shape, with a standard shape.
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*
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*/
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void build(CVegetableShapeBuild &vbuild);
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/** load a vegetable shape (.veget), lookup into CPath, and serial
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*/
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bool loadShape(const std::string &shape);
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/// \name Shape def
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// @{
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/// Type of this shape.
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bool Lighted;
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bool DoubleSided;
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bool PreComputeLighting;
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bool AlphaBlend;
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bool BestSidedPreComputeLighting;
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CVegetableShapeBuild::TBendCenterMode BendCenterMode;
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/** VertexBuffer of this Shape, ready to be transformed and copied into vegetable manager
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* Format is Pos/Normal/Tex0/Tex1 (no Normal if !Lighted). where Tex1.U==BendWeigth
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*/
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CVertexBuffer VB;
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/// list of triangles index
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std::vector<uint32> TriangleIndices;
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// @}
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/// \name Temporary for easy Instanciation (correct size)
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// @{
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/// For each vertex of the shape, gives the index in the VegetableManager
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std::vector<uint32> InstanceVertices;
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// @}
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/// serial
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void serial(NLMISC::IStream &f);
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private:
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};
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} // NL3D
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#endif // NL_VEGETABLE_SHAPE_H
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/* End of vegetable_shape.h */
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